<!DOCTYPE html>
<html lang="en-us">
  <head>
    <meta charset="utf-8">
    <meta http-equiv="Content-Type" content="text/html; charset=utf-8">
    <title>{{{ PRODUCT_NAME }}}</title>
    <link rel="shortcut icon" href="TemplateData/favicon.ico">
    <link rel="stylesheet" href="TemplateData/style.css">
    <link rel="manifest" href="manifest.webmanifest">
    <style>
      #counter {
        display: none; /* 隐藏段落 */
      }
    </style>
    <script src="indexedDBHelper.js"></script>
  </head>
  <body>
	<p id="counter" >0</p>
    <div id="unity-container">
      <canvas id="unity-canvas" width={{{ WIDTH }}} height={{{ HEIGHT }}}></canvas>
      <div id="unity-loading-bar">
        <div id="unity-logo"></div>
        <div id="unity-progress-bar-empty">
          <div id="unity-progress-bar-full"></div>
        </div>
      </div>
      <div id="unity-warning"> </div>
    </div>  
    <script src="indexedDBHelper.js"></script>
    <script>		
      window.db_open(function(db){
        console.log("openDatabase");
        console.log(db);
      });
	    var count = 0; // 初始化计数器为0
		var intervalId;
		// 每秒钟执行一次的函数
		function increment() {				
			count++;				
			document.getElementById("counter").innerHTML = count; // 更新显示的数字
		}
		increment();
		// 启动计时器
		intervalId =setInterval(increment, 1000);
	
	
      window.addEventListener("load", function () {
        if ("serviceWorker" in navigator) {
          navigator.serviceWorker.register("ServiceWorker.js");
        }
      });

      var container = document.querySelector("#unity-container");
      var canvas = document.querySelector("#unity-canvas");
      var loadingBar = document.querySelector("#unity-loading-bar");
      var progressBarFull = document.querySelector("#unity-progress-bar-full");
      var warningBanner = document.querySelector("#unity-warning");

      // Shows a temporary message banner/ribbon for a few seconds, or
      // a permanent error message on top of the canvas if type=='error'.
      // If type=='warning', a yellow highlight color is used.
      // Modify or remove this function to customize the visually presented
      // way that non-critical warnings and error messages are presented to the
      // user.
      function unityShowBanner(msg, type) {
        function updateBannerVisibility() {
          warningBanner.style.display = warningBanner.children.length ? 'block' : 'none';
        }
        var div = document.createElement('div');
        div.innerHTML = msg;
        warningBanner.appendChild(div);
        if (type == 'error') div.style = 'background: red; padding: 10px;';
        else {
          if (type == 'warning') div.style = 'background: yellow; padding: 10px;';
          setTimeout(function() {
            warningBanner.removeChild(div);
            updateBannerVisibility();
          }, 5000);
        }
        updateBannerVisibility();
      }

      var buildUrl = "Build";
      var loaderUrl = buildUrl + "/{{{ LOADER_FILENAME }}}";
      var config = {
        dataUrl: buildUrl + "/{{{ DATA_FILENAME }}}",
        frameworkUrl: buildUrl + "/{{{ FRAMEWORK_FILENAME }}}",
#if USE_WASM
        codeUrl: buildUrl + "/{{{ CODE_FILENAME }}}",
#endif
#if MEMORY_FILENAME
        memoryUrl: buildUrl + "/{{{ MEMORY_FILENAME }}}",
#endif
#if SYMBOLS_FILENAME
        symbolsUrl: buildUrl + "/{{{ SYMBOLS_FILENAME }}}",
#endif
        streamingAssetsUrl: "StreamingAssets",
        companyName: {{{ JSON.stringify(COMPANY_NAME) }}},
        productName: {{{ JSON.stringify(PRODUCT_NAME) }}},
        productVersion: {{{ JSON.stringify(PRODUCT_VERSION) }}},
        showBanner: unityShowBanner,
      };

      // By default Unity keeps WebGL canvas render target size matched with
      // the DOM size of the canvas element (scaled by window.devicePixelRatio)
      // Set this to false if you want to decouple this synchronization from
      // happening inside the engine, and you would instead like to size up
      // the canvas DOM size and WebGL render target sizes yourself.
      // config.matchWebGLToCanvasSize = false;

      if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
        // Mobile device style: fill the whole browser client area with the game canvas:
        var meta = document.createElement('meta');
        meta.name = 'viewport';
        meta.content = 'width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes';
        document.getElementsByTagName('head')[0].appendChild(meta);
      }  
	 
	  
	  function Test1(str)
	  {
		return "yes";
	  }
	  
	  function Test2(str)
	  {
		return "no";
	  }
	  
	  function UnityAsyncStr(key,content,onSuccess)
	  {	  
	     let now = new Date(); 
		 console.log(now.toLocaleTimeString(),"[js] UnityAsyncStr 0"); 
		  // 延迟后执行的函数
		 setTimeout(function() {
		    let now = new Date(); 
			//console.log(now.toLocaleTimeString(),"onSuccess"); 
			//console.log("js code UnityAsyncStr:",typeof onSuccess,onSuccess);
			console.log(now.toLocaleTimeString(),"[js] UnityAsyncStr 1"); 
			let result="404";
			if(key=="Test1")
			{
				result=Test1(content);
			}
			else
			{
				result=Test2(content);
			}	
			console.log(now.toLocaleTimeString(),"[js] UnityAsyncStr result:",result); 
			/*
			
			var returnStr = result;
            var bufferSize = unityInstance.Module.lengthBytesUTF8(returnStr) + 1;
            var buffer = unityInstance.Module._malloc(bufferSize);
            unityInstance.Module.stringToUTF8(returnStr, buffer, bufferSize);
            console.log(returnStr, bufferSize, buffer, [buffer]);
            unityInstance.Module.dynCall_vi(onSuccess, [buffer])
			*/
			
			unityInstance.Module.dynCall_vi(onSuccess, window.StringToBuffer(result))
		}, 2000);
	  }
	  
	  function UnityAsyncInt(x,y,onSuccess)
	  {	  
	     let now = new Date(); 
		 console.log(now.toLocaleTimeString(),"[js] UnityAsyncInt 0"); 
		  // 延迟后执行的函数
		 setTimeout(function() {	
			let now = new Date(); 
			console.log(now.toLocaleTimeString(),"[js] UnityAsyncInt 1"); 		 
			unityInstance.Module.dynCall_vi(onSuccess, x+y)
		}, 2000);
	  }

#if BACKGROUND_FILENAME
      canvas.style.background = "url('" + buildUrl + "/{{{ BACKGROUND_FILENAME.replace(/'/g, '%27') }}}') center / cover";
#endif
      loadingBar.style.display = "block";

      var script = document.createElement("script");
	 var unityInstance;
      script.src = loaderUrl;
      script.onload = () => {
        createUnityInstance(canvas, config, (progress) => {
          progressBarFull.style.width = 100 * progress + "%";
        }).then((_unityInstance) => {
          loadingBar.style.display = "none";
		  unityInstance = _unityInstance;
		  clearInterval(intervalId);
		  unityInstance.SendMessage("webgl","jsNotify",window.location.search)
        }).catch((message) => {
          alert(message);
        });
      };
      document.body.appendChild(script);
    </script>
  </body>
</html>
